 
import { ABaseDecision } from "GameLoop/DecisionMaking/BaseDecision";
 
import { MainStrategy } from "GameLoop/WorldState/EntityManager/CreateStrategy/MainStrategy";
import { Roles } from "utils/creep/setups";
import { generateUniqueId } from "utils/utils";

/**
 * 更新房间实体
 */
export class UpdateRoomEntityDecision< T extends "room"="room"> extends ABaseDecision<T>
{
   
    public isExpired(event: AddRoomEvent, region: string): boolean 
    {
        return true;
    }
    public makeTask(event: AddRoomEvent, region: string): IDecisionCode<T>|false
    {
        const room = Game.rooms[event.region];
        if(room.memory.config.type == 1)
        {
            MainStrategy.check(Game.rooms[event.region],this.WorldGetter.EntityDB);
           
        }
        return false;
        // return code
    }
    
}